Author Topic: Tanking it all in.  (Read 6848 times)

Offline snakeman830

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Re: Tanking it all in.
« Reply #20 on: February 24, 2013, 01:41:31 PM »
No, I read your post and thought "I don't recall Hellbreaker having any healing ability.  Perhaps he meant another PrC from that chapter.  Oh, the Helleraver has that."

When I said "Mantle", I was referring to the Soulmeld.  The bonus healing from the essentia in there is quite minute compared to the 150 SoRV heals on its own.

Hellreaver is a definite possibility for a variation, but I'm not sure it's really the best choice.  Healing HP damage isn't really an issue, it's everything else that SoRV fixes that immunities are difficult to get for.
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Offline SorO_Lost

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Re: Tanking it all in.
« Reply #21 on: February 24, 2013, 04:01:28 PM »
Sort of. :D

Undead is comparable. One really isn't clearly better than the other - Immunity vs Curing, RoSV cannot be used while Stunned/Paralyzed, RoSV heals all Ability Damage whilst Undead are not totally immune, level 2 vs level 17 and so on - But they may even work together. Therapeutic Mantle even works on Undead and depending on how you read "benefit of a Heal spell" RoVS will even heal Undead instead of trying to kill them.

You'd lose some Maximum HP (no biggy if an auto heal bot), Fort Saves (*maybe* 10 points, but spiffy global immunity makes up for it), and of course Regeneration (5/rd, but you can black sand 1d4 up instead).

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Offline snakeman830

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Re: Tanking it all in.
« Reply #22 on: February 24, 2013, 06:02:08 PM »
Undead would require an investment in Wisdom (move it out of Con, not a biggie) and the Undead Meldshaper feat, as well as rule out Regeneration from the shriver.  The planned armor choice means Rebuking is not an issue (but no healing from Inflict spells is)  Disintegrate still makes a rather large problem, thanks to the drastically reduced HP and Fort save (looking at loosing roughly 200hp)

As for evil, I was strongly considering that anyway, thanks to the fiendish grafts being so damn good (feathered wings are probably the best buyable source of flight).  Evil gets the fun toys.

And SoRV not being useable while stunned/paralyzed isn't an issue when you have immunity to both ^.^
« Last Edit: February 24, 2013, 06:06:48 PM by snakeman830 »
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Offline SorO_Lost

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Re: Tanking it all in.
« Reply #23 on: February 24, 2013, 10:12:57 PM »
Disintegrate still makes a rather large problem, thanks to the drastically reduced HP and Fort save (looking at loosing roughly 200hp)
I assume your not optimizing to kill other PCs right?

If not, the Save DCs are not as high as you might think. It's DC 16+Mod, assuming 17+Mod for Divine's via Domain Access a quick sample looks like:
Solar, CR 23, DC 24.
Elder Brain, CR 25, DC 24.
Great Wyrm Red Dragon, CR 26, DC 24.
Corpse Tearer Linnorm, CR 28, DC 22.
Now compare to my listed Save enhancers, excluding the Moral bonus, you have a +19 bonus from items alone against these technically Epic creatures. You can beat every single one of them with a roll of 5 or higher. Assuming you even end up with so much as a +3 for Base Fortitude, you only fail when to roll a 1. And no amount of Bonus can change that since Natural 1s auto-fail.

It's a different story if the monsters are optimized so take the above at token value. I'm not going to quite say you'll never fail your Save...

Offline awaken_D_M_golem

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Re: Tanking it all in.
« Reply #24 on: February 26, 2013, 05:56:40 PM »
Totemist 2 / Something 2 is usually more "tanky" than Incarnate 4.  Excepting SirP's link a few posts back.  I get what you're doing.
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